rookie189 Posted October 14, 2020 Posted October 14, 2020 On 10/12/2020 at 5:13 PM, EgoBallistic said: The changes I made to the code that places the captives and furniture fixed the problem for me, so hopefully it will for everyone else as well. Thanks for the update, everything is working fine now. Haven't found a single settler out of place. On 10/12/2020 at 5:13 PM, EgoBallistic said: I am working on some additional features, including tattoos/markings, functioning gags, and bondage positions using Gray User's animations. Looking forward to this ? 1
Krazyone Posted October 14, 2020 Posted October 14, 2020 Feature request ( if possible )... Send to Base, don't update items option. Reason 1... When recruiting my army of Commonwealth Captive, when saving them. I end up with up to 5 people, helping me fight. I kit them up with gear off the people we have killed, Combat Armour, Combat Rifles, etc... I get back to base, tell them to join me, and they reset their inventories, deleting everything. Ending up with Pipe Pistols, and a couple of bits of leather armour. Reason 2... You can use them as pack animals, filling them up with Junk for your settlements. But the inventory reset, deletes their inventory, when they are sent to their first settlement. I'm loving the mod, it makes a great alternative to getting recruits for your settlements. As well as great for storming Supermutant camps, that are usually too tough for you. I currently have to empty their inventories, before recruiting them to my bases. . . If you're not interested, or it's too much trouble, then just ignore this post...
izzyknows Posted October 15, 2020 Posted October 15, 2020 I would like to see them pick up an outfit like they do picking up and upgrading weapons. 1
EgoBallistic Posted October 15, 2020 Author Posted October 15, 2020 Support for Captive Tattoos is working well and will be in the next update. To keep things efficient, tats only get applied when you get within 1000 distance units of the captive. That way the game doesn't spend time rendering tattoos you'll never see. 8
xyzxyz Posted October 15, 2020 Posted October 15, 2020 Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston.
kziitd Posted October 15, 2020 Posted October 15, 2020 2 hours ago, EgoBallistic said: 对Captive Tattoos的支持运作良好,将在下一个更新中提供。 I'm here again. One basic body, five harness devices They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good) There are BS data files above There's also a collar, five gags. --------------------- There is no world model this time, I'm very sorry, because I don't know what is suitable. --------------------- There are five harness devices and five gags left to be sorted out. I will come back later. By the way, I also want to do a few more arm binding positions of the body. There are also some messy toys waiting to be ordered. At the same time, I still want to make something that super mutant race can use better. I haven't thought about it yet. See you then --------------------- If there's anything to mention, it's that at the moment I'd like to see them only in the commonweal captives by Egoballistic. If someone wants to do something about it, just let me know 扰流板 kziitd_fetish.rar 7
PenBoozerX Posted October 15, 2020 Posted October 15, 2020 10 minutes ago, kziitd said: I'm here again. One basic body, five harness devices They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good) There are BS data files above There's also a collar, five gags. --------------------- There is no world model this time, I'm very sorry, because I don't know what is suitable. --------------------- There are five harness devices and five gags left to be sorted out. I will come back later. By the way, I also want to do a few more arm binding positions of the body. There are also some messy toys waiting to be ordered. At the same time, I still want to make something that super mutant race can use better. I haven't thought about it yet. See you then --------------------- If there's anything to mention, it's that at the moment I'd like to see them only in the commonweal captives by Egoballistic. If someone wants to do something about it, just let me know These are beautiful! However, there are male captives too. Will you be making male versions for these restrains?
kziitd Posted October 15, 2020 Posted October 15, 2020 19 minutes ago, kiesu said: These are beautiful! However, there are male captives too. Will you be making male versions for these restrains? To tell you the truth, in the real world, I haven't seen a lot of men's fancy clothes. I feel more like strange devices such as locking the genitals. I'm going to see what kind of stimulation I'm going to add to men when the women's content is complete. --------------------- Collars and gags and hand and foot restraints are easy to turn into men's versions. But I'm not sure there's a male version of Egoballistic's mouth opening script. 3
EgoBallistic Posted October 15, 2020 Author Posted October 15, 2020 1 hour ago, kziitd said: I'm here again. One basic body, five harness devices They all have extra bodies with their arms restrained (if you can realize that before rescuing the hostages, they are restrained bodies, and after the dialogue, they automatically become normal bodies, I think the effect is good) Fantastic! I really like the idea of making the bodies themselves restrained. I have just started adding the shibari rope restraints to the mod, so your timing is very good Thank you for all this great work you are doing! 5
EgoBallistic Posted October 15, 2020 Author Posted October 15, 2020 2 hours ago, xyzxyz said: Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston. I have tested the mod many times by running all over Boston to create as many captives as possible, and never had any problems.
Molevalence Posted October 15, 2020 Posted October 15, 2020 23 minutes ago, EgoBallistic said: I have tested the mod many times by running all over Boston to create as many captives as possible, and never had any problems. I can second this. About 15 hours with the mod running and no issues other than a captive settler standing next to their pillory or cross rather than be tied to it. Those new rope restraints are looking great! 1
EgoBallistic Posted October 15, 2020 Author Posted October 15, 2020 2 hours ago, kziitd said: Collars and gags and hand and foot restraints are easy to turn into men's versions. But I'm not sure there's a male version of Egoballistic's mouth opening script. There is, it works the same on male as on female. The only problem with male gags is that there are very few recorded lines of gagged dialogue. I just made the first armor from your fetish meshes, they work great in game. These are so nice that I want to add a scenario in which captives will wear them while walking. I have an idea for that 7
Canolais Posted October 15, 2020 Posted October 15, 2020 Hi, Thanks, it's a great MOD, almost everything works perfect, but ... when I request to "return the favor" the captives speak to me and do nothing ... I installed all the requirements ... any advice?
izzyknows Posted October 15, 2020 Posted October 15, 2020 5 hours ago, xyzxyz said: Could your mode cause problems when loading big areas? I often get CTDs eiter at once or after a few seconds when I load a save in a big area like somewhere in Boston. You wouldn't happen to be running with bUseCombinedObjects=0 or a texture replacer that effect a lot of the meshes?
xyzxyz Posted October 15, 2020 Posted October 15, 2020 19 minutes ago, izzyknows said: You wouldn't happen to be running with bUseCombinedObjects=0 or a texture replacer that effect a lot of the meshes? I have a texture replacer (Vivid Fallout Best choice) for years but that was never a problem befor. What and is that code line?
izzyknows Posted October 16, 2020 Posted October 16, 2020 47 minutes ago, xyzxyz said: I have a texture replacer (Vivid Fallout Best choice) for years but that was never a problem befor. What and is that code line? Disable it and see if things are better. If so, re-download it & install it. It "could" have become corrupted, which happens on occasion. bUseCombinedObjects=0 turns off precombine use world wide, Precombine takes several images and combines them into 1. So instead of Mass Fusion being 1 image, it's several hundred, not good for performance. Same thing happens when using some texture replacers.
EgoBallistic Posted October 16, 2020 Author Posted October 16, 2020 2 hours ago, Canolais said: Hi, Thanks, it's a great MOD, almost everything works perfect, but ... when I request to "return the favor" the captives speak to me and do nothing ... I installed all the requirements ... any advice? Do it again, then hit the Home key to bring up the AAF wizard, then hit the Del key until it says Mode: Admin. Then hit Enter. There will probably be an error at the top, see what that is.
Canolais Posted October 16, 2020 Posted October 16, 2020 17 minutes ago, EgoBallistic said: Do it again, then hit the Home key to bring up the AAF wizard, then hit the Del key until it says Mode: Admin. Then hit Enter. There will probably be an error at the top, see what that is. Thank you! But I just installed this patch and everything works perfect! Great MOD! Thank you very much for your work 1
ray.doe Posted October 16, 2020 Posted October 16, 2020 Bloody amazing mod. It's been a while since I saw a nice mod to add to my list. The captive recruitment mechanic could have also worked as not a NSFW mod to further improve the vanilla game. Keep up the amazing work! 2
xyzxyz Posted October 17, 2020 Posted October 17, 2020 I hate to say it but something in this mod breaks my savegames. They can't be loaded again. Without this mod everything works stable. I put all the details and information I have in this thread:
xyzxyz Posted October 17, 2020 Posted October 17, 2020 Did you find out why captives spawn near MCG slaves? It happens everywhere, not just in sanctuary.
vaultbait Posted October 17, 2020 Posted October 17, 2020 On 10/12/2020 at 10:51 PM, vaultbait said: Thanks, I forgot you actually implemented male captives and that the proportion was configurable. Chances are I was simply not being favored by the RNG gods, and kept only running across male captives. I'll play some more and see if I can get a larger sample. Just to follow up, after tweaking the MCM and playing some more I can confirm I was mistaken/unlucky. MTO is not influencing captive gender at all, and this mod seems to be working exactly as designed. Really enjoying it a lot. I still can't work out why every single slave and corpse spawned by Wasteland Dairy is male instead of female, but off-topic for here (and sounds like @Invictusblade is working on swapping his captives out for yours so probably not worth me debugging further anyway).
Invictusblade Posted October 17, 2020 Posted October 17, 2020 36 minutes ago, vaultbait said: Just to follow up, after tweaking the MCM and playing some more I can confirm I was mistaken/unlucky. MTO is not influencing captive gender at all, and this mod seems to be working exactly as designed. Really enjoying it a lot. I still can't work out why every single slave and corpse spawned by Wasteland Dairy is male instead of female, but off-topic for here (and sounds like @Invictusblade is working on swapping his captives out for yours so probably not worth me debugging further anyway). except I explained it a while ago On 10/12/2020 at 10:55 AM, Invictusblade said: but that shouldn't happened my mod uses vanilla assets so it should be affected by MTO but CCaptives uses unique settlers NPC's unless there are scripts running in MTO to actively deny Female NPC's (which is possible) my mod uses LCharScavengerFemale for Traits (which is vanilla) CCaptives uses its own NPC's Traits so if MTO alters LCharScavengerFemale to only have males or if MTO alters "EncWorkshopNPCFemaleFarmer08b [NPC_:0024A01C]" to be Male then all of my NPC's will be male (and this has nothing to do with me)
EgoBallistic Posted October 17, 2020 Author Posted October 17, 2020 6 hours ago, xyzxyz said: Did you find out why captives spawn near MCG slaves? It happens everywhere, not just in sanctuary. Yes. MCG leaves them in the Raider faction (or whatever faction they were in). It also puts them in the PlayerAlly faction, so it is easy to identify them. I will add a condition to exclude them from triggering captive spawns.
vaultbait Posted October 17, 2020 Posted October 17, 2020 48 minutes ago, Invictusblade said: except I explained it a while ago my mod uses LCharScavengerFemale for Traits (which is vanilla) so if MTO alters LCharScavengerFemale to only have males or if MTO alters "EncWorkshopNPCFemaleFarmer08b [NPC_:0024A01C]" to be Male then all of my NPC's will be male (and this has nothing to do with me) Ahh, yep thanks, I misunderstood what you were trying to say the first time. I've got MTO set to only alter "enemy NPCs" but I guess it considers scavengers to be enemies (scavengers are often hostile in random encounters so I suppose it makes sense). Anyway, off-topic here, it's not impacting Commonwealth Captives at all. Thanks again!
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